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DavidW

Version 24(BETA) of Sword Coast Stratagems released

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Saving throws etc: the caveat is that SCS corrects too-poor saves but not too-good saves. That's because sometimes the game deliberately uses an illegal saving throw to make a creature more powerful, and I don't want to break it.

 

But how do we know that the game is not conversely using an illegal saving throw to deliberately make a creature less powerful?

We don't know, but I don't believe it's especially common (find me a clear case study and I'll reconsider), whereas the converse happens all the time. (And ultimately an AI/tactical mod is going to err on the side of not decreasing difficulty).

 

It was just a curiosity of mine. I mean, I thought you might have found a... pattern or had information from reliable sources about the illegally low saving throws for some specific creatures. And yes, I do understand of course that SCS is not in the business of making the game easier.

 

Looking forward to v25! :)

Edited by Salk

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We can have KR check if creature's saves match the existing 2da, if they do then we patch accordingly, i.e. make them worse. After that SCS is free to run over.

Edited by Ardanis

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My game ALWAYS crashes when I scroll down in the Thunder Hammer Smithy shop in Breregost. SCS v24 BGEE v1.2

Edited by Sick Boy

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My game ALWAYS crashes when I scroll down in the Thunder Hammer Smithy shop in Breregost. SCS v24 BGEE v1.2
Are you sure the SCS is the cause ? --change-log the file... the files name should be "taerum.sto" if I am correct. Of course there's always the chance that the game crashes even without the SCS(or in spite of it), in which the case is likely to be that there is a lack of resource in one of the files.

PS, you always need to start a new game to test the update a mod makes unless you have a save before you go to the Beregost for the first time in the save. So make that save...

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I tested going to that shop in version 1.2 with no problems.

After installing scsv24 and started a new game, went to that shop and the game crashes.

Im almost sure it was because scs...

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There's a problem in minor_bg2.tpa. It assigns spmugg.cre dw#dkmg2.bcs, which results in them being automatically removed after a certain amount of encounters. Unfortunately the first thief stronghold encounter uses spmugg.cre for its ambush. Additionally Blucher's improved random encounters in Tactics/Big Picture also uses it.

 

Could you therefore add an AreaCheck("AR0300") to their script in order to improve compatibility?

 

10th

 

This bug exists in earlier versions as well; it results in a number of encounters (Borinall/Lathander Ring quest, the graverobber in the graveyard, etc) where extra bad guys fail to spawn.

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